I have a method that copies images and videos the user selected from the iOS photo library to a temporary cache folder (under the app's Documents directory) but image files that are JPEG or TIFF have their creation and modified dates changed to current date when using FileManager.default.copyItem. I noticed this issue only occurs for some image types and for some others (GIF, PNG, ...) the original creation and modified date is retained.
Here's the method I'm using for it. I'm aware copyItem isn't the most optimal to use (non-atomic). Does anyone know a better way to copy files while retaining dates of all supported file types?
public func copyFileToUploadCache(fileURL: URL) -> URL?
{
guard let uploadCacheFolderURL = uploadCacheFolderURL else { return nil }
let temporaryFileURL = uploadCacheFolderURL.appendingPathComponent(fileURL.lastPathComponent)
var result: URL? = nil
do
{
try FileManager.default.copyItem(at: fileURL, to: temporaryFileURL)
result = temporaryFileURL
}
catch
{
print("Error copying file to upload cache: \(error.localizedDescription).")
}
return result
}
Related
I'm trying to build out a simple way for my users to export their data outside of the app.. nothing that needs to be imported back in, just some way for them to back up the data for reference purposes. I have a Core Data Entity Project and the users are able to individually share a project in order to save the project data and images using the standard iOS Share Sheet. Works great.
However I'd like there to be a solution to export everything at once, not just individual projects one at a time.
I have part of it working, where I can export the data from Core Data (that isn't an image) into a CSV for users to reference. However I'm stuck on finding the best way to get all the Images exported in a similar singular button. Allowing the user to pick a location where a Folder would be created containing the images would be ideal.
Here's my code for the CSV export which works great:
func exportCSV() {
let fileName = "Metadata_Export_\(Date()).csv"
let path = NSURL(fileURLWithPath: NSTemporaryDirectory()).appendingPathComponent(fileName)
var csvText = "Name,Date,Project_Description\n"
for project in projects {
csvText += "\(project.person?.name ?? "-"),\(project.date ?? Date()),\(project.bodyText ?? "-"),\n"
}
do {
try csvText.write(to: path!, atomically: true, encoding: String.Encoding.utf8)
} catch {
print("Failed to create file")
print("\(error)")
}
print(path ?? "not found")
var filesToShare = [Any]()
filesToShare.append(path!)
let av = UIActivityViewController(activityItems: filesToShare, applicationActivities: nil)
UIApplication.shared.windows.first?.rootViewController?.present(av, animated: true, completion: nil)
isShareSheetShowing.toggle()
}
Now I just need to get the Images exported out. Images are saved in Core Data as Binary objects, and will be written to File if they're larger than 128kb (and therefore written to blob in CD if less than 128kb).
The images are stored in CD as Optionals, project.image1, project.image2, project.image3, and project.image4
I've looked at examples using fileManager and other solutions, but I'm not sure on the correct approach to pursue since many of those are actually alternatives to saving images in Core Data - not necessarily configuring user interaction for picking where to export images.
Can the above exportCSV function be adapted to a similar result for the project's images? My app supports iOS 14 and later, if that makes a difference. Thanks for any suggestions/direction!
=== UPDATE ===
I've discovered fileExporter() which seems like a promising solution. I've been able to implement a simple POC of this method by exporting an Image I have stored in my Assets folder. Has anyone used this method to achieve exporting all images out of Core Data?
I can add the modifier to my view:
.fileExporter(isPresented: $exportFile, documents: [
ImageDocument(image: UIImage(named: "testimage"))
],
contentType: .png, onCompletion: { (result) in
if case .success = result {
print("Success")
} else {
print("Failure")
}
})
}
Using an ImageDocument Struct as follows:
struct ImageDocument: FileDocument {
static var readableContentTypes: [UTType] { [.jpeg, .png, .tiff] }
var image: UIImage
init(image: UIImage?) {
self.image = image ?? UIImage()
}
init(configuration: ReadConfiguration) throws {
guard let data = configuration.file.regularFileContents,
let image = UIImage(data: data)
else {
throw CocoaError(.fileReadCorruptFile)
}
self.image = image
}
func fileWrapper(configuration: WriteConfiguration) throws -> FileWrapper {
// You can replace tiff representation with what you want to export
return FileWrapper(regularFileWithContents: image.jpegData(compressionQuality: 1)!)
}
}
So how can I have it include an Array of all images?
I have a WKWebView app which i will like to clear a specific cache when image is uploaded .
When i upload an image, the name remains same but the old image will be override with new one, like old image is logo.png, new image will be renamed with logo.png also. But because of cache users will still be seeing the old image.
I have below line of code to clear cache once image has been uploaded and it working fine, but my only problem now is that all cached data is being cleared also.
Is there any way i can clear cache for just the image was uploaded, maybe by passing the image name?
Or just clear cache for images?
static func clearCache(){
let cacheURL = FileManager.default.urls(for: .cachesDirectory, in: .userDomainMask).first!
let fileManager = FileManager.default
do {
// Get the directory contents urls (including subfolders urls)
let directoryContents = try FileManager.default.contentsOfDirectory( at: cacheURL, includingPropertiesForKeys: nil, options: [])
for file in directoryContents {
print("CACHE = ", file)
do {
try fileManager.removeItem(at: file)
}
catch let error as NSError {
debugPrint("Ooops! Something went wrong: \(error)")
}
}
} catch let error as NSError {
print(error.localizedDescription)
}
}
From the loop i got this
CACHE =
file:///private/var/mobile/Containers/Data/Application/BFEB788B-9EA4-4921-A902-230869CAC814/Library/Caches/com.myapp.ios.sellers/
CACHE =
file:///private/var/mobile/Containers/Data/Application/BFEB788B-9EA4-4921-A902-230869CAC814/Library/Caches/google-sdks-events/
CACHE =
file:///private/var/mobile/Containers/Data/Application/BFEB788B-9EA4-4921-A902-230869CAC814/Library/Caches/com.apple.WebKit.WebContent/
CACHE =
file:///private/var/mobile/Containers/Data/Application/BFEB788B-9EA4-4921-A902-230869CAC814/Library/Caches/WebKit/
It seems like you need to find the file you want to remove when you are in the for loop loop for files. Remove that specific image when the for loop hits. Right now that for loop removes all cache in directoryContents.
hope you are doing good in development. I have a question regarding Zipping currently i am using Zip framework which I am using for zip the all captured image in device but the problem here is I do not want to save the Zip file in document directory instead I wanna save this memory itself. I am struggling since last week please let me know how can we achieve the zipping without saving it in local directory filepath
Also when I captured the image successfully I saved it to local directory using
let documentsDirectory = FileManager.default.urls(for:
.documentDirectory, in: .userDomainMask).first!
let fileName = "image.jpg"
let fileURL = documentsDirectory.appendingPathComponent(fileName)
if let data = UIImageJPEGRepresentation(image, 1.0),
!FileManager.default.fileExists(atPath: fileURL.path) {
do {
// writes the image data to disk
try data.write(to: fileURL)
print("file saved")
} catch {
print("error saving file:", error)
}
}
After when I am trying to send the image before our server I want to make it all one file so I have implemented the Zip (framework)
Here filpathArray meant all captured image in local path
do {
var urls = [URL]()
for i in 0..<(self.filePathArray.count)
{
urls.append(self.filePathArray[i] as! URL)
}
if self.filePathArray.count > 0 {
let zipFiles = try Zip.quickZipFiles(urls, fileName: "AllFiles")
}
}
Here zipping is done successfully but it saved in local path so when using app container I can able to see the images, I do not want to see the images in device like apple sandbox or Xcode container itself
I want to make zipping on the flow like without saving it document directory, Thanks in advance.
I am trying load SCNParticleSystem from download bundle which i am not able to load.
Path for the resource.
file:///var/mobile/Containers/Data/Application/A91E9970-CDE1-43D8-B822-4B61EFC6149B/Documents/so/solarsystem.bundle/Contents/Resources/
let objScene = SCNParticleSystem(named: "stars", inDirectory: directory)
This object is nil.
This is a legitimate problem since SceneKit does not provide an out-of-the-box solution for initializing particle systems from files that are outside of the main bundle (the only init method SCNParticleSystem.init(named:inDirectory:) implies that SCNParticleSystem.scnp files are in the main bundle).
Luckily for us .scnp files are just encoded/archived SCNParticleSystem instances that we can easily decode/unarchive using NSKeyedUnarchiver:
extension SCNParticleSystem {
static func make(fromFileAt url: URL) -> SCNParticleSystem? {
guard let data = try? Data(contentsOf: url),
let object = try? NSKeyedUnarchiver.unarchiveTopLevelObjectWithData(data),
let system = object as? SCNParticleSystem else { return nil }
return system
}
}
If you do not need to support iOS 9 and iOS 10 you can use NSKeyedUnarchiver.unarchivedObject(ofClass: SCNParticleSystem.self, from: data) instead of NSKeyedUnarchiver.unarchiveTopLevelObjectWithData(_:) and type casting, which was introduced in iOS 11.0.
Another issue that you're most likely to encounter is missing particle images. That is because by default SceneKit will look for them in the main bundle. As of current versions of iOS (which is iOS 12) and Xcode (Xcode 10) particle images in .scnp files (particleImage property) are String values which are texture filenames in the main bundle (that might change, but probably won't, however there's not much else we could use).
So my suggestion is to take that filename and look for the texture file with the same name in the same directory where the .scnp file is:
extension SCNParticleSystem {
static func make(fromFileAt url: URL) -> SCNParticleSystem? {
guard let data = try? Data(contentsOf: url),
let object = try? NSKeyedUnarchiver.unarchiveTopLevelObjectWithData(data),
let system = object as? SCNParticleSystem else { return nil }
if let particleImageName = system.particleImage as? String {
let particleImageURL = url
.deletingLastPathComponent()
.appendingPathComponent(particleImageName)
if FileManager.default.fileExists(atPath: particleImageURL.path) {
system.particleImage = particleImageURL
}
}
return system
}
}
You can just set the URL of the image file and SceneKit will handle it from there.
As a little side-note, the recommended directory for downloadable content is Application Support directory, not Documents.
Application Support: Use this directory to store all app data files except those associated with the user’s documents. For example, you might use this directory to store app-created data files, configuration files, templates, or other fixed or modifiable resources that are managed by the app. An app might use this directory to store a modifiable copy of resources contained initially in the app’s bundle. A game might use this directory to store new levels purchased by the user and downloaded from a server.
(from File System Basics)
Don't have enough reps to add the comment so adding it as the answer.
The answer by Lësha Turkowski works for sure but was had issues with loading the particle images using only NSURL.
All particles were appearing square which meant,
If the value is nil (the default), SceneKit renders each particle as a
small white square (colorized by the particleColor property).
SCNParticleSystem particleImage
In the documentation it says You may specify an image using an
NSImage (in macOS) or UIImage (in iOS) instance, or an NSString or
NSURL instance containing the path or URL to an image file.
Instead of using the NSURL, ended up using the UIImage and it loaded up fine.
extension SCNParticleSystem {
static func make(fromFileAt url: URL) -> SCNParticleSystem? {
guard let data = try? Data(contentsOf: url),
let object = try? NSKeyedUnarchiver.unarchiveTopLevelObjectWithData(data),
let system = object as? SCNParticleSystem else { return nil }
if let particleImageName = system.particleImage as? String {
let particleImageURL = url
.deletingLastPathComponent()
.appendingPathComponent(particleImageName)
if FileManager.default.fileExists(atPath: particleImageURL.path) {
// load up the NSURL contents in UIImage
let particleUIImage = UIImage(contentsOfFile: particleImageURL.path)
system.particleImage = particleUIImage
}
}
return system
}
}
I found out, that sometimes when dragging a SCNParticleSystem file into your project (probably form a different project) a silent error can happen due to some bugs in Xcode. As a result you can't get a reference to an instance of your SCNParticleSystem.
Solution: Check your BuildSettings in your target. The SCNPaticleSystem AND the associated ImageFile should be listed there and then you should get it right. (see screenShot below)
I was wondering, if there is a different and faster solution to the following problem. I am downloading a file with NSURLSession. By default (I guess?) the downloaded file is stored in the tmp folder. Then I need to copy this file to the cache folder. At the moment I am using this code for my approach (in the didFinishDownloading function)
if let fileData = NSData(contentsOfURL: sourceUrl) {
fileData.writeToURL(destinationURL, atomically: true) // true
print(destinationURL.path!)
}
However, as my file is pretty large, this takes a while.
Is there a different option on copying this file to the cache folder?
Or is it possible to download a file directly to the Cache folder using the NSURLSession?
Instead of copying the file you can simply move it to the
desired location:
do {
try NSFileManager.defaultManager().moveItemAtURL(sourceURL, toURL: destinationURL)
} catch let err as NSError {
print(err.localizedDescription)
}
This would be much faster because only directory entries in the
file system are modified, but no data is actually copied.
Swift 3 update:
do {
try FileManager.default.moveItem(at: sourceURL, to: destinationURL)
} catch {
print(error.localizedDescription)
}